Warcraft: The Rise of the Mag'har

I had this idea regarding how some of Dranosh's exploits might play out in tales and stories. If I were better at writing in prose then perhaps this would be a bit more authentic but here's what I have so far. Also, sorry for the italics but my headaches is saying that it looks better that way.
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They still tell tales of the day the Laughing Skulls were freed, of how Warchief Saurfang fought with honor and the blade of Kaz the Shrieker. Despite treachery, fel sorcery, and even Mogor's returning from death for a moment the Warchief crushed Mogor with ease. When Mogor was laid low a second time, bereft of all his foul magicks and tricks, the Warchief turned and called forth Kaz the Shrieker to stand by his side triumphant.

Then, he called forth the Laughing Skulls. He called to all that could hear to witness the breaking of their chains and the restoration of their freedom. Countless responded to the Warchief's call as they would many times in the coming years.
There did the Warchief run Mogor's left head through and return the voices of the Laughing Skulls! Turning the blade back over to Kaz the Shrieker the Warchief shared his victory with all the Laughing Skulls, and so with a cry that some say the spirits still echo when a Mahk'gora ends did Kaz earn her title of 'Shrieker' and put a final end to Mogor.

Then and there did the entirety of the Laughing Skulls each swear personal fealty to Dranosh Saurfang, Warchief of the Mag'har!


Afterwards the Warchief took a well deserved rest with his friend Jorin Deadeye at his side, and the Laughing Skulls prepared to celebrate their first taste of freedom after many long years.

So ends the tale of why the Laughing Skulls are the most devoted Orcs to the Warchief's service. For without him, the Laughing Skulls would have no voice save those still under the yoke of Demons and Kargath Bladefist.
 
In the Sunwell trilogy the Eredar were one of the two races of evil warlocks that corrupted Sargeras.

My headcanon is that Draenei are actually kidnapped Eredar that were mutated by the Naaru.

I kind of want some Light-taint inside our Greenskin brethren, see what happens.

That's....not...how the draenei came about? Man, the Sunwell Trilogy is not the most factual stuff.

They were the Eredar who refused to join Sargeras.

Long ago, on the planet of Argus, the eredar race arose. They were extremely intelligent and had a natural affinity for magic in all of its forms. Using their gifts, they developed a vast and wondrous society.

At some point, they were visited by beings of light, Naaru. They gifted the eredar with the sacred ata'mal crystals, which enhance their intellect and help them unravel the mysteries of the universe.

At the height of their society, the eredar's three most prominent leaders, Kil'jaeden, Archimonde, and Velen, were approached by Sargeras, the Fallen Titan. Sargeras claimed he was impressed by the work of the eredar: he wanted to supply them with even more power and knowledge, in exchange for their loyalty. But while Kil'jaeden and Archimonde readily accepted the deal, Velen had a vision of the future that filled him with dread. He saw the dark future his people were heading towards: siding with the dark titan Sargerasand transforming into demons. Velen saw the Legion in all its terrible might and witnessed the destruction it would wreak upon all of creation. He hastened to warn Kil'jaeden and Archimonde, but they dismissed his concerns and proceeded to profess loyalty to the Destroyer of Worlds.

Together, the latter transformed a majority of their people into an insidious race of warlocks and later allied themselves with the Burning Legion.
 
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Eh, stop being so melodramatic. That won't happen for a couple of generations. And even if we do have a malus in diplomacy. Doesn't mean we're immediately locked out in gaining allies. Just that it's slightly harder is all.
I highly doubt people are going to be rational or believe us that no we aren't in service to the burning legion.
 
Turn 3
3 AA
Turn 3​

You breathe easy this year.

Mogor…is dead. The Laughing Skulls are free! Orcs have been freed of the shackles of the Horde. Also, your ribs are doing much better. The experience of having them shatter like that is one you could do without repeating ever again. The tale of your battle, corroborated by literally hundreds of witnesses has sent your reputation soaring. The Warsong watch you warily and respectfully now for the tales of your ferocity in battle especially against the ancestral enemies of the Warsong. The Frostwolves nod to you with respect for your freeing a large group of orcs from the shackles of the Horde and the demonically crafted ogre mage. The Blackrocks of course are acting absolutely like they knew you were a truly worthy leader the whole time, and anyone who says otherwise will get a fist to the skull. So it follows and trickles down.

Things are getting better. Despite the condition of the world…things are getting better.

More orcs are healing from the red pox…though some did fade away. Greatmother Geyah was thankfully not one of the latter. She is on her feet once more, and with her a great deal of work dealing with the disparate clans under the banner of the Mag'har has been relieved. Her thin yet sharp voice once more rings out during discussions, calming tempers and soothing egos. (+1 Diplomacy Action per turn).

It really helps your heart to see it. All these different clans and cultures working together. You don't need some Chalice of Rebirth to 'strengthen' your people. The orcs were strong all along, and it is a stain of shame on every orc who willingly joined the Horde to believe that you weren't. Bah, to hell with them. They're all dead. Or they better be.

You spare no more thoughts for them, which is nice considering how darkly you kept returning to them early on. But you are better now.

And you have better things to do then mope about those demon infested bastards.

Military: Garrosh is largely listless these days but he's still an orc first and foremost. Even at his most mopey he is one of your better fighters. In this new world, you'll take what you can get. (Choose 1, Scouting South Locked In):

Hunting Parties - Windrocs: The vicious and feathered Rocs are the winged predator of the Nagrand plains. Deadly, fierce, and quick, they are a worthy animal to hunt. Their feathers are valuable in many rituals, especially those related to shamans, and their hollow bones are useful for making certain useful tools. Also, they are good eating. Even further, they are good training for your hunters and those who use ranged weapons. Good things all around, and it is better to diversify your food sources, isn't it? Time: 1 Year. Reward: +500 Hunting Income per turn. Boost Shamanism Chance by 5%.

Defending the Skulls: The Laughing Skulls are the closest orcs you've got to the Boulderfists. They are also generally right next to the pathway into the risen Zangar Sea to the north. If anyone comes down that path and isn't friendly, Kaz's clan will be right in their path. Build a few new towers, some new walls, some better defenses for your new followers so that they don't fight undefended. Cost: 1000. Time: 1 Year. Reward: Laughing Skull village gains defenses against potential foes.

Scouting South: The south of Nagrand is expansive, considering that you are part of the north. It encapsulates a lot of land that you know little about. Jorin did lead his clan away from far south east, but that was a year ago, so who knows what has changed since? It will take longer for your scouts to fully complete this job, but the information should and will most certainly be worth it. Time: 2 Years. Reward: Southern Nagrand surveyed for stuff. Will Complete This Year.

Diplomacy: If there's anything that Greatmother Geyah has taught you, is that not all things can be conquered by a warriors strength. It was with words that the first shamans parlayed with the Furies, the sentient elementals of Draenor. It will be with words that you accomplish more than just a good axe. (Choose 1):

Green and Brown: The Mag'har heavily distrust the greenskin orcs. But now that the Laughing Skulls have sworn themselves to you, you cannot afford for any conflict between the two groups. You lead both, but what you need both sides to realize is that you aren't leading two groups of orcs, you're leading one. There is a stigma for the greenskins by the brown, and you will not allow this. The corruption is spread by the power of demons, it is not contagious. You are all orcs in the end! The only monstrous corrupted are the monstrous by their own continuing actions, like Kargath! Time: 2 Years. Reward: No conflict between green and brown orcs. Chance of Success: 75%.

Ugh…Boulderfist's?: You don't really like the Boulderfist. They are a reminder of many terrible things. On the other hand, ogres rarely get sick, and as far as you've been able to tell red pox doesn't pass from orcs to ogres. So they might see your supplies and general health and decide to attack you. Thankfully, Boulderfists are incredibly stupid and that goes for stupid even for ogres. The whole reason they got their name is because they had the 'brilliant' invention to put a rock in one hand and then use that rock to hit people with. No, they have not yet figured out throwing rocks. Now, it disgusts your warriors sensibilities, but you 'learned' those sensibilities from scrolls left behind by Varok and you are a bit peeved with him at the moment, so if you could convince them that they should stay allied with you because Blackhand was a Blackrock and you are a Blackrock, you might keep them if not friendly then at least non-antagonistic for a short time. Time: 1 Year Reward: Boulderfist don't do anything stupid….to the Mag'har. Their allowed to be stupid to one another. Chance of Success: 75%.

Blackrock Loyalty: The Blackrock follow you…because you are technically a Blackrock because of your family lines. Even if you currently despise those family lines with a passion. But you need them to be loyal to Dranosh Saurfang, not Dranosh the Blackrock. They need to know and trust that you will lead them well. On one hand, you hate Blackhand, Rend, Maim, and a lot of the other prominent Blackrocks. On the other, sort of the point of becoming a Chieftain is pushing and being better than the previous Chieftains. Well, you aren't a mass murdering monster, so you're doing a pretty good job on that front, but they need to know you will be better for the Blackrock as well. Time: 2 Years. Reward: Blackrock grow actually loyal to Dranosh rather than to the ties of the Blackrock. Chance for Success: 100%. Will Complete This Turn.

Stewardship: Garadar simply cannot hold all of these people. Your supplies strain already, and as more and more orcs grow healthy once more the amount of food and housing required will far eclipse what the small city can hold. This must be attended to, and quickly. (Choose 2):

Garadar and Sunspring Boar Farms: Ah, boar meat. Delicious indeed, and a relatively staple food source for your people. Jorin believes that he and some of his extra fearless Bleeding Hollow could confront the horrendously vicious and brutish beasts and construct some holding pens for them. The boars don't have to like it, but so long as they can provide the bones, hides, and meat for your peoples usage then you have absolutely no problem with it. Cost: 500. Time: 1 Year. Reward: Small Boar Farms set up in Garadar and Sunspring, +1000 Farming Income per turn. Garadar less in danger of straining supplies.

Feeding the Skulls: The Laughing Skulls are in dire need of food, and you have the ability to provide. As such, you will do so. Their village has sort of fallen apart, but that can be rebuilt. However, more important than that is food. Set up Talbuk and Boar farms for the Laughing Skull Village, which Kaz has rather embarrassingly renamed Dranosh'ar. She renamed her village after you. Jorin just sort of laughed, but he still won't tell you why. Regardless, with some set up farms they will be well fed this year if all goes well. Cost: 1000. Time: 1 Year. Reward: +1000 Farming Income, Food burden reduced. Laughing Skulls fed.

Housing the Skulls: The Laughing Skull Village…or Dranosh'ar as Kaz has renamed it, was practically just inhabited ruins when you came upon it. Though it will cost a pretty penny and plenty of your bones and hide, it is worth it to house those who swore their most dire personal oaths to you as a clan. They deserve to be warm and housed. Cost: 1000. Time: 2 Years. Reward: Laughing Skull Village refurbished.

Learning: Not Unlocked Yet

Piety: The shamans despair. The orcs despair. The spirits of your ancestors do not speak. The Furies rage and roar with enough fury to crack the sinuses of any who attempt to speak with them. Their world has been torn from them, it is no wonder that the Furies are so, well, furious. Though you have so very many concerns, you have ordered that the shamans try and restore the connection that the bastard Gul'dan cut so gleefully in the now ravaged Shadowmoon Valley. Perhaps, in another time, you would be too busy with other concerns to deal with it, but your father left scrolls, and you have spoken to Greatmother Geyah a lot. Both have told you the same things. The orcs simply cannot survive as they should without the guidance of the ancestors, the spirits, and the help of the elements. [Every Turn the Shamans of the Mag'har will attempt to reconnect with the elements, this is what the upkeep is paying for. Current Chances at 65%. Will go up 10% in chance every unsuccessful turn]

Intrigue: You aren't really sure if all the skulking about of the past is something you should have, but Jorin remains adamant that you need to keep an eye on such things. He seems to have appointed himself to this position. (Choose 1):

Bladefist of the Shattered Hand: Kargath took a full half of the Laughing Skulls, those who still retained a few droplets of demonically empowered energy and defiance within them. You had previously assumed he'd left Nagrand, but what if he hadn't? If had has, where did he go? The longer you go without the knowledge of these things the more uneasy you grow. Kaz has offered some of the expert rogues of the Shattered Skull to go searching. Time: 1 Year. Reward: Kargath information.

What Barrier: You've captured enough Shadow Council orcs and read enough messages. This barrier thing is starting to piss you off. You need to know what it is and where it is. All you know is that it is generally around Oshu'gun, but you'd really like to find it as soon as possible. With the sudden abundance of warriors you have this will be a far easier task than before. Time: 1 Year. Reward: Information on Oshu'gun 'Barrier'.

Personal Actions: You used to have free time. Now you are responsible for tens of thousands of people's lives. It is an amazingly heavy burden, but your back and legs are pretty strong and you aren't about to give up. But you can still make some time for yourself. (Choose 2):

Teach Me Kaz: You've given up the axe of the Saurfang, or at least the axe that Varok left you. You don't hate axes, you just don't want to wield one if you don't have to. Especially now that you have been exposed to the brilliant power and abilities that a blademaster can possess. Kaz is perfectly willing to teach you, and perhaps giving her the chance to exercise her abilities freely will let her feel better about things. Not to mention you can just talk to her, training isn't all silent. Time: 1 Year. Chance for Success: 90%/50%/10% Reward: +1/+2/+3 Martial. Kaz might start feeling less depressed.

Battling Grief – Acceptance: You've had numerous revelations recently about the orcish condition. About orcish culture. The concept of weakness and strength, and plenty of other things besides. But a weight remains on your heart and soul still! But you can't just let it fester within you forever. You must set aside some time to truly center yourself, to realize who and what you are…Time: 1 Year. Reward: Acceptance. Less stressed. Feel better. More self-control. Once you've helped yourself, only then can you help others.

Jorin's Request: Jorin has requested to muddle through the Laughing Skull village in an effort to discover whether or not Mogor left behind any notes or information on his arcane knowledge. After you finished laughing, he thumped you on the head. If there's one thing that Gul'dan did right, and by the ancestors that makes your spine chill to say, its giving them ogre mages the ability to accurate write about what knowledge they gained for recording. Who knows, maybe a small spark of these 'arcane' abilities can be manifested in the Mag'har? You could use some power that isn't related to the horrific corruption of demons. Reward: Mogors notes on Arcane…stuff.
 
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Stewardship: Garadar simply cannot hold all of these people. Your supplies strain already, and as more and more orcs grow healthy once more the amount of food and housing required will far eclipse what the small city can hold. This must be attended to, and quickly. (Choose 1, Watch Towers Locked In):
I thought we finished the watch towers last turn?
 
Defending the Skulls

Proper protection

Green and Brown

Need to head this off. Ogres doing dumb things can be dealt with but internal division only ever gets worse.

Feeding the Skulls
Housing the Skulls

Food first, absolutely.
Shelter is close behind

What Barrier

Probably shouldn't let this be.

Teach Me Kaz
Battling Grief – Acceptance

Fight depression, both ways.
 
Alright, here's what I think we should do this turn and why.
Military-1
[X]Defending the Skulls
We need to keep our new allies safe, so we should do this. We can increase the general food supply next turn.
Diplomacy-1
[X]Green and Brown
We really don't need infighting because of skin color, so let's go ahead and nip that in the bud.
Stewardship-2
[X]Feeding the Skulls
[X]Housing the Skulls
The first makes the Skulls somewhat more self-sufficient, and the second improves their living conditions. We can get boar farms next turn.
Intrigue-1
[X]What Barrier
We should try to find out what they mean by barrier and soon.
Personal Actions-2
[X]Battling Grief
[X]Jorin's Request
We need to get over our depression soon, and we should go ahead and take care of all the Laughing Skull action this turn.
So, comments, criticisms, questions?
 
Military:
Defending the Skulls
Diplomacy:
Green and Brown
Stewardship
Feeding the Skulls
Garadar and Sunspring Boar Farms
Intrigue:
What Barrier
Personal Actions
Battling Grief – Acceptance
Jorin's Request


Taking all the food actions to fix our supply deficit this year. Will probably fix the Laughing Skull next year when we have the food problem squared away not good to neglect Garadar just because we want to help the Laughing Skull
Green and brown is obvious. Not sure what to do for intrigue. Thinking barrier though it would be a good idea to figure out what Kargath is doing.


Battling grief and jorin's request to get that out of the way right away.Can probably increase martial next year
 
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We got 7,500 'gold' to work with and currently -500 income.

Military: Defending the Skulls
No idea when the Boulderfists etc are going to come calling so better get this done.

Diplomacy: Green and Brown
Better nip that in the bud.

Stewardship: Garadar and Sunspring Boar Farms, Feeding the Skulls
Housing them can wait a moment, we need resources and food fast.

Intrigue: What Barrier
Priorities here. We can focus on Bladefist another day.

Personal Actions: Battling Grief – Acceptance, Jorin's Request
The training would be really nice but Mogor's notes (if any) might help with the barrier and other things.
 
Defending the Skulls: The Laughing Skulls are the closest orcs you've got to the Boulderfists. They are also generally right next to the pathway into the risen Zangar Sea to the north. If anyone comes down that path and isn't friendly, Kaz's clan will be right in their path. Build a few new towers, some new walls, some better defenses for your new followers so that they don't fight undefended. Cost: 1000. Time: 1 Year. Reward: Laughing Skull village gains defenses against potential foes.

Green and Brown: The Mag'har heavily distrust the greenskin orcs. But now that the Laughing Skulls have sworn themselves to you, you cannot afford for any conflict between the two groups. You lead both, but what you need both sides to realize is that you aren't leading two groups of orcs, you're leading one. There is a stigma for the greenskins by the brown, and you will not allow this. The corruption is spread by the power of demons, it is not contagious. You are all orcs in the end! The only monstrous corrupted are the monstrous by their own continuing actions, like Kargath! Time: 2 Years. Reward: No conflict between green and brown orcs. Chance of Success: 75%.

Garadar and Sunspring Boar Farms: Ah, boar meat. Delicious indeed, and a relatively staple food source for your people. Jorin believes that he and some of his extra fearless Bleeding Hollow could confront the horrendously vicious and brutish beasts and construct some holding pens for them. The boars don't have to like it, but so long as they can provide the bones, hides, and meat for your peoples usage then you have absolutely no problem with it. Cost: 500. Time: 1 Year. Reward: Small Boar Farms set up in Garadar and Sunspring, +1000 Farming Income per turn. Garadar less in danger of straining supplies.

Feeding the Skulls: The Laughing Skulls are in dire need of food, and you have the ability to provide. As such, you will do so. Their village has sort of fallen apart, but that can be rebuilt. However, more important than that is food. Set up Talbuk and Boar farms for the Laughing Skull Village, which Kaz has rather embarrassingly renamed Dranosh'ar. She renamed her village after you. Jorin just sort of laughed, but he still won't tell you why. Regardless, with some set up farms they will be well fed this year if all goes well. Cost: 1000. Time: 1 Year. Reward: +1000 Farming Income, Food burden reduced. Laughing Skulls fed.

What Barrier: You've captured enough Shadow Council orcs and read enough messages. This barrier thing is starting to piss you off. You need to know what it is and where it is. All you know is that it is generally around Oshu'gun, but you'd really like to find it as soon as possible. With the sudden abundance of warriors you have this will be a far easier task than before. Time: 1 Year. Reward: Information on Oshu'gun 'Barrier'.

Battling Grief – Acceptance: You've had numerous revelations recently about the orcish condition. About orcish culture. The concept of weakness and strength, and plenty of other things besides. But a weight remains on your heart and soul still! But you can't just let it fester within you forever. You must set aside some time to truly center yourself, to realize who and what you are…Time: 1 Year. Reward: Acceptance. Less stressed. Feel better. More self-control. Once you've helped yourself, only then can you help others.

Jorin's Request: Jorin has requested to muddle through the Laughing Skull village in an effort to discover whether or not Mogor left behind any notes or information on his arcane knowledge. After you finished laughing, he thumped you on the head. If there's one thing that Gul'dan did right, and by the ancestors that makes your spine chill to say, its giving them ogre mages the ability to accurate write about what knowledge they gained for recording. Who knows, maybe a small spark of these 'arcane' abilities can be manifested in the Mag'har? You could use some power that isn't related to the horrific corruption of demons. Reward: Mogors notes on Arcane…stuff.
 
Nightblade? buddy? I need you to calm down a bit.

Yes, the skin colors will change. But the point is for the soul. It doesn't corrupt the orcs soul contaigiously.
 
Nightblade? buddy? I need you to calm down a bit.

Yes, the skin colors will change. But the point is for the soul. It doesn't corrupt the orcs soul contaigiously.
I'm sorry. I just stopped following a quest where we were repeatedly dicked over by the dice and then I come to find out in this one there is nothing we can do to prevent any children that has a green orc as a parent from gaining green skin. I can understand the parents being stuck like that forever but not the children who have never used any demonic taint. It depresses me because it screws over anyone they would meet who would recognize it for what it is. And for something they didn't even do.
 
But, as Dranosh is realizing in quest, the skin color doesn't matter.

It matters who the orc is, what they've done.

He's perfectly fine with Kaz and them. They didn't want the demonic corruption. They got green anyway. That's fine, so long as they don't want to go back to being demon worshippers.
 
But, as Dranosh is realizing in quest, the skin color doesn't matter.

It matters who the orc is, what they've done.

He's perfectly fine with Kaz and them. They didn't want the demonic corruption. They got green anyway. That's fine, so long as they don't want to go back to being demon worshippers.
Would there be a chance to purify it several generations down the line?
 
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